Combat Manager application


Homebrew and House Rules

2,401 to 2,450 of 2,466 << first < prev | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | next > last >>
Shadow Lodge

Warped Savant wrote:

Snapshot -- While looking over things to prep for Hell's Rebels I've noticed that some of the creatures with "At will" powers don't have them showing up properly on the computer program. They're entered into the creature but they don't show on the description because they're listed as "At Will" instead of "At will" (Yes, the capitalized "Will" makes it so that the powers don't show up.)

Is there an easy way to fix this?

(Besides me going into each creature, changing it to "At will" and creating a second instance of anything I find that's affected by this.)

No, you'll have to do it manually. Thanks for discovering that this is the problem, though! I was confused about why at will powers weren't showing up.


Serum wrote:
I wish their way of updating the Combat Manager database was publicly available, so we could at least do it ourselves, instead of manually creating custom monsters from scratch.

I agree! Being able to update those spreadsheets and importing the data ourselves would make it much easier.

And that way it would allow for corrections/removing duplicated monsters.
We can hope that they allow for something like that in the future...

Serum wrote:
Thanks for discovering that this is the problem, though! I was confused about why at will powers weren't showing up.

Not a problem! I noticed it last night but it only seems to be with the most recently added entries.

I was really confused at first too. Especially when I saw that they were entered into the text. It took me a few tries of copying and pasting from other ones to see what the problem was.


Wow! Great work!

nvm - found them.

I understand we can add manually the monsters. As a long shot - anyone has added all monsters from the Rise of The Runelords campaing into it and can somehow share?

Thanks


You're saying that you found the Runelord monsters, right? (Because they all should be in there.)


5 people marked this as a favorite.

Important update from Kyle Olson on the Combat Manager Facebook group. IMO anyone who likes or uses this program should go there and give him some support and show him some love for the amazing program he has given us for free.

Note to Paizo: Hire this guy already and make Combat Manager an official Pathfinder product. Hell even make a Starfinder version. Paizo has always wisely used the internet to promote and support their products. Go one more step and make an official GM support tool.

You can even have a PF society setting to help players and Society refs.

Dark Archive

new version is out 1.6.4


And another one, 1.6.5:
Data update
Maps UI Update
Prevent maps from crashing on older .Net Framework installs.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Great :) Many thanks to Kyle for his hard work!


The new maps feature is a great addition, and I'm glad they added the possibility to dismiss the fog of war several squares at once in the last update. Sometimes you want precision (secrets on the map), sometimes not. Sure, it's not as versatile as MapTool that I used before, but it is enough for our modest needs, and cuts down on the number of programs to manage.
Thanks Kyle, Snapshot, Chopswil, and any others that are working on/contributing to this great piece of software!


I still have a problem importing spells from Hero Lab, even in 1.6.6. I just created a cleric in Hero Lab, saved the portfolio, and none of his spells are listed when I open Combat Manager. Is there any way to fix this?

Thanks in advance!


Just discovered this fantastic program. What is the best way to prepare a number of different encounters ahead of time that you can easily switch to when PCs stumble across them? It's easy to quickly search for and add a single monster to a combat.. but can you do it with a specific group of monsters? Many thanks!


I've never seen anything that would allow you to prepare more than one fight.
Adding monsters is easy enough, making it possible to pre-load multiple combats seems unnecessary.


1 person marked this as a favorite.
generaltwig wrote:

Just discovered this fantastic program. What is the best way to prepare a number of different encounters ahead of time that you can easily switch to when PCs stumble across them? It's easy to quickly search for and add a single monster to a combat.. but can you do it with a specific group of monsters? Many thanks!

I have to disagree with Warped Savant, as I find it extremely useful to set up all my encounters in advance, particularly since I usually make adjustments to most monsters. I import whatever monsters I need, set up the links between those using the same initiative, and click on the Save button at the top of the Monsters window. When it's time to run the combat I simply load the applicable file and I'm ready to go.

Not quite sure what you mean about searching for a group of monsters. If you're looking for all the ogres, simply enter "ogre" in the search bar and it will pull up every monster with ogre in its name.


Thanks seems. That's exactly the feature i was hoping existed. I also use a lot of custom monsters and monster combinations. Being able to prepare these ahead of time and then load them up as required is awesome! Many thanks

One more question re prepping for sessions: Is there a good way to organise your maps in the Maps tab. It would be great to be able to create folders for different campaigns or at the very least manually sort the order of the maps. Also, if you change the map in name once you Open up the individual map - it doesn't reflect this name change in the list of Maps.


generaltwig wrote:


One more question re prepping for sessions: Is there a good way to organise your maps in the Maps tab. It would be great to be able to create folders for different campaigns or at the very least manually sort the order of the maps. Also, if you change the map in name once you Open up the individual map - it doesn't reflect this name change in the list of Maps.

Unfortunately, I can't speak to the Maps tab, as I use Roll20 to project maps and images for the party onto a TV.


Seems wrote:
...particularly since I usually make adjustments to most monsters. I import whatever monsters I need, set up the links between those using the same initiative, and click on the Save button at the top of the Monsters window. When it's time to run the combat I simply load the applicable file and I'm ready to go.

I had no idea you could save various files! I thought that clicking the "Save Combat State" only saved it in the program and didn't create a save file.

I add different templates and what-not fairly often and have quite a few custom monsters that I've saved (sometimes just advanced monsters that I use often, a lot of custom ones that I've made, some 3rd party ones, etc.)

But I likely still won't pre-load and save combats as I like to have even just that little bit of time to slow down and gather my thoughts.


Warped Savant wrote:
I had no idea you could save various files! I thought that clicking the "Save Combat State" only saved it in the program and didn't create a save file.

I believe "Save Combat State" from the Combat Manager main menu saves both the Party and the Monsters. I prefer to use the "Save Encounter" option (the disk icon) on the Monsters window, which saves a .cmpt file just for the monsters. That way I can set it up beforehand, open up the applicable .cmpt file when i need it, and get rolling! Your mileage may vary, it's just a nice option for the more an*lly-retentive of us! ;)


Seems wrote:
I prefer to use the "Save Encounter" option (the disk icon) on the Monsters window, which saves a .cmpt file just for the monsters.

I didn't know that option existed either!

(Apparently I don't know the program that well...)


Warped Savant wrote:
Seems wrote:
I prefer to use the "Save Encounter" option (the disk icon) on the Monsters window, which saves a .cmpt file just for the monsters.

I didn't know that option existed either!

(Apparently I don't know the program that well...)

I use it this way: I have a Google Drive folder for the AP (we only play APs nowadays), with subfolders for each AP book. In each book folder I create other subfolders for each scene (i.e. "Jailbreak", "Highway robbery" etc.). Then I open Combat Manager, and search all the monsters for each scene and put them in the monsters combat list. I edit the monsters as needed, adding or subtracting minions etc. Then I save a CM Encounter file for the encounter in the correct subfolder. If it is a dungeon I name the encounter file after the room number, otherwise I just give it a descriptive name.

Then when we play I can easily open up each list of opponents as the players prod along. If they manage to engage several groups/rooms of opponents I can add these by opening those encounter files as well. I save the encounter files if they leave so I know how many monsters survived.

The players use HeroLab so when they level up I have them send me a .por file. I import this into Combat Manager and save it as a CM encounter file as well, so I always have copies of the PC's. and when rolling initiative in CM they're always there.

Grand Lodge

Hi all, a few questions, if anyone is able to help me out.

I've been using CM for a long time, and it's what makes me even able to run games. Without the organization and the stat blocks in one place, I'd drive my players crazy flipping between books constantly. Anyway, I've just started running War For The Crown, and since I don't know when/if the stat blocks therein will get added to CM, I tried adding them as custom monsters and hit a few problems.

1) Is there a way to indicate the creature's level/hit dice such that it carries through to other stats, etc? I get that I can manually update the BAB, saves, hit dice, etc. but am I missing something that affects them all?
2) Is there a way to make spells and spell-like abilities link to the spell listings as they do in the built-in monsters?
3) Less important but... does anyone know how to force a carriage return in the spell-like abilities lists so I can put a line break between at-will, 1/day, etc.?

Thanks!


1 person marked this as a favorite.
James Spencer 16 wrote:

2) Is there a way to make spells and spell-like abilities link to the spell listings as they do in the built-in monsters?

3) Less important but... does anyone know how to force a carriage return in the spell-like abilities lists so I can put a line break between at-will, 1/day, etc.?

Start the "spell-like ability", "spells known", or "spells prepared" section with (CL n), n being a natural number. Afterwards, any number from 0 to 9 not in parantheses triggers a line break. Multiple spells within one rank must be seperated by commas. Anything in parantheses is listed as additional information after a spell, any letters not in parantheses are presumed to be a spell name. Numbers with more digits or any special characters apart from the apostrophe end the entire input. Upper cases, ordinal number suffixes and hyphen, even spaces, are not necessary and added automatically if needed.

Grand Lodge

Derklord wrote:
James Spencer 16 wrote:

2) Is there a way to make spells and spell-like abilities link to the spell listings as they do in the built-in monsters?

3) Less important but... does anyone know how to force a carriage return in the spell-like abilities lists so I can put a line break between at-will, 1/day, etc.?
Start the "spell-like ability", "spells known", or "spells prepared" section with (CL n), n being a natural number. Afterwards, any number from 0 to 9 not in parantheses triggers a line break. Multiple spells within one rank must be seperated by commas. Anything in parantheses is listed as additional information after a spell, any letters not in parantheses are presumed to be a spell name. Numbers with more digits or any special characters apart from the apostrophe end the entire input. Upper cases, ordinal number suffixes and hyphen, even spacs, are not necessary and added automatically if needed.

Thank you!!

New question... do you know if it's possible to add parentheticals to skills or CMB? For example: Acrobatics +4 (+8 when jumping) or CMB +6 (+10 when grappling)? When I try that, it cuts off everything after the initial modifier.


Can't help you there, sorry - I've been wondering that myself.


James Spencer 16 wrote:
Derklord wrote:
James Spencer 16 wrote:

2) Is there a way to make spells and spell-like abilities link to the spell listings as they do in the built-in monsters?

3) Less important but... does anyone know how to force a carriage return in the spell-like abilities lists so I can put a line break between at-will, 1/day, etc.?
Start the "spell-like ability", "spells known", or "spells prepared" section with (CL n), n being a natural number. Afterwards, any number from 0 to 9 not in parantheses triggers a line break. Multiple spells within one rank must be seperated by commas. Anything in parantheses is listed as additional information after a spell, any letters not in parantheses are presumed to be a spell name. Numbers with more digits or any special characters apart from the apostrophe end the entire input. Upper cases, ordinal number suffixes and hyphen, even spacs, are not necessary and added automatically if needed.

Hmmm. I seem to be doing something wrong. I can't get anything under spells known or spells prepared to display, and if I add the following to spell-like abilities it displays exactly as written, without line breaks:

(CL 8) (concentration +11) 4 confusion (DC 17), spiritual ally, summon monster IV 3 blindness/deafness (DC 16), dispel magic, magic vestment, prayer, searing light 2 boneshaker (DC 15), bull's strength[ (2), silence (DC 15), unholy ice weapon (ACG) 1 barbed chains (2, DC 14), enlarge person (DC 14), sanctuary (DC 14), shield of faith (2) 0 (at will) create water, detect magic, guidance, light, resistance

Any idea what I'm doing wrong? Thanks!


Seems wrote:

Hmmm. I seem to be doing something wrong. I can't get anything under spells known or spells prepared to display, and if I add the following to spell-like abilities it displays exactly as written, without line breaks:

(CL 8) (concentration +11) 4 confusion (DC 17), spiritual ally, summon monster IV 3 blindness/deafness (DC 16), dispel magic, magic vestment, prayer, searing light 2 boneshaker (DC 15), bull's strength[ (2), silence (DC 15), unholy ice weapon (ACG) 1 barbed chains (2, DC 14), enlarge person (DC 14), sanctuary (DC 14), shield of faith (2) 0 (at will) create water, detect magic, guidance, light, resistance

Any idea what I'm doing wrong? Thanks!

Enter it as:

(CL 8th; concentration +11) 4 confusion (DC 17), spiritual ally, summon monster IV 3 blindness/deafness (DC 16), dispel magic, magic vestment, prayer, searing light 2 boneshaker (DC 15), bull's strength (2), silence (DC 15), unholy ice weapon (ACG) 1 barbed chains (2) (DC 14), enlarge person (DC 14), sanctuary (DC 14), shield of faith (2) 0 create water, detect magic, guidance, light, resistance

(Your coding for CL/concentration had to be adjusted and you had an "[" after Bull's Strength.)


Warped Savant wrote:
Seems wrote:

Hmmm. I seem to be doing something wrong. I can't get anything under spells known or spells prepared to display, and if I add the following to spell-like abilities it displays exactly as written, without line breaks:

(CL 8) (concentration +11) 4 confusion (DC 17), spiritual ally, summon monster IV 3 blindness/deafness (DC 16), dispel magic, magic vestment, prayer, searing light 2 boneshaker (DC 15), bull's strength[ (2), silence (DC 15), unholy ice weapon (ACG) 1 barbed chains (2, DC 14), enlarge person (DC 14), sanctuary (DC 14), shield of faith (2) 0 (at will) create water, detect magic, guidance, light, resistance

Any idea what I'm doing wrong? Thanks!

Enter it as:

(CL 8th; concentration +11) 4 confusion (DC 17), spiritual ally, summon monster IV 3 blindness/deafness (DC 16), dispel magic, magic vestment, prayer, searing light 2 boneshaker (DC 15), bull's strength (2), silence (DC 15), unholy ice weapon (ACG) 1 barbed chains (2) (DC 14), enlarge person (DC 14), sanctuary (DC 14), shield of faith (2) 0 create water, detect magic, guidance, light, resistance

(Your coding for CL/concentration had to be adjusted and you had an "[" after Bull's Strength.)

Brilliant! The reformatted text even provides links to the spell descriptions, as well as a floating pop-up with the description when you hover over the spell name. Love it - thanks a heap!


I can get my tabs set up in a way that I like, but I can't find a way to re-dock them and keep that configuration, or to save the configuration in general.

Am I missing something, or is this a feature that hasn't fully been implemented yet?

I'm loving everything else about the program's functionality by the way. Makes organizing multiple encounters a breeze.


Probably you're already aware of this (and perhaps it's even inteded, as it's difficult to code all this) but as far as my testing goes buffs to casting abilities (e.g. CHA for Bards) fail to impact on the DC of spells.

Great work anyway!!


DCs aren't calculated at all, simple as that. The spell DCs are regular text.


I haven't been able to find a way to do this (and I don't know if it can be done) but is it possible to edit the actual files that Combat Manager gets the monsters/monster stats from? Let's say I wanted to remove some particular monsters... Is there a way to do that?

I assume you would need the source code and that's not available, but maybe I'm wrong and I'm not looking in the right place for it.


Warped Savant wrote:
...is it possible to edit the actual files that Combat Manager gets the monsters/monster stats from? Let's say I wanted to remove some particular monsters... Is there a way to do that?...

Never mind; I've figured out which files to alter.

Vague Directions:
1) Open the following using Notepad until you find the monster/NPC you're looking for: BestiaryShort.xml, BestiaryShort2.xml, NPCShort.xml, NPCShort2.xml. These list some of the information for the monsters. Alter what you want if it's in these files. (You'll likely have to save the file somewhere else then move it into the CM folder and override the current file.)
2) Use something that can open SQL databases, open the Details.db file with the database opening program, find the creature you want to edit in there (searching by ID or by using a searching for an unusual word in a specific field that you know it appears in), edit what you want, save changes, and again, probably have to save elsewhere then override existing file.

Or something like that.


So far I've successfully changed the "At Will" powers to "At will" powers so that they show up!
And made a custom monster into a default monster (so that the file can't be deleted unless I alter the program files. I did this just to see if I could.)


Does anyone know how to add a carriage return/line break in the Special Ability text boxes? For example, I'm trying to list the different energy bolt effects for a marai rakshasa and manually hitting the enter/return key at the end of a line simply closes the text box.

Thanks!


I attempted to edit a monster entry (Jamirah) to correct her sorcerer spells known that weren't showing. Now, every time i try to click on the duplicated entry, or even when i scroll by her name in the monster list, combat manager goes full screen and crashes.

Obviously, I can just reinstall and fix this but I thought I would post here in the event that the presumably corrupted file (NPCshort2 I think) is of use to you.


UrbanizedKnave wrote:

I attempted to edit a monster entry (Jamirah) to correct her sorcerer spells known that weren't showing. Now, every time i try to click on the duplicated entry, or even when i scroll by her name in the monster list, combat manager goes full screen and crashes.

Obviously, I can just reinstall and fix this but I thought I would post here in the event that the presumably corrupted file (NPCshort2 I think) is of use to you.

Remove the duplicate from the NPCshort2, apply the fix to the original, see if the problem persists.

(It may be happening because the database is seeing two instances of the same code number and freaks out. But I have no idea.)


Thanks, I'll try that. Interestingly enough, reinstalling did not fix the issue. I'm wondering if I somehow found stumbled upon something wrong in the base files.


I installed CM on a different machine, and it works fine, so my guess in the above post is wrong.

I tried deleting the additional "Jamirah" entry in NPCShort, NPCShort2, Bestiaryshort, and Bestiaryshort2, but only one entry exists (in NPCshort2). Nevertheless, 2 Jamirah entries exist in the monster list while the application is running, and hovering over the second causes a crash.

As I have said, I've tried uninstalling (both via the windows 10 apps and features page as well as manually deleting all files in the directory. I have administrator priveleges, so all I can think of is that its storing data somewhere else nonobvious?


Nevermind, I found the faulty file.

deleting C:users/username/appdata/roaming/combatmanager/bestiary did trick


Good to see you got it sorted out!


Hi, is there some function like automatic combat to the dead? Im testing some of my PVP builds and this will we very usefull for me.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So, with PF1E ending in half a year, how are the chances for a last big update where we get all the AP's imported into the data base, after Tyrant's Grasp has finished?

I'd love to see some more templates added to the monster advancer as well as a function to maximise hitpoints, but I'd be totally happy with just all the NPC's and new monsters from the AP's being in Combat Manager, especially since I'll be running Return of the Runelords in the future.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thanks for the update! :)

Can we expect an NPC update for Return of the Runelords and Tyrant's Grasp after Tyrant's Grasp is done? I really appreciate your work (and bought the app for my smartphone months ago).


1 person marked this as a favorite.

Found out Combat manager is again fully supported by Kyle so I started adding more stuff as well.
Some nice new stuff is being added. Become a patron and join the discord discussions to help shape the new features.
Combat Manger

Dark Archive

1 person marked this as a favorite.
magnuskn wrote:

Thanks for the update! :)

Can we expect an NPC update for Return of the Runelords and Tyrant's Grasp after Tyrant's Grasp is done? I really appreciate your work (and bought the app for my smartphone months ago).

i do the databases that kyle uses

i've completed Return of the Runelords and i've done the 1st Tyrant's Grasp AP

i'll publish this soon, it's up to kyle to import this data.

I'm also working on Rappan Athuk and plan to do a bunch of other frog god products too


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thanks, man, very very much appreciated! :)

Dark Archive

magnuskn wrote:
Thanks, man, very very much appreciated! :)

but i'm not going to do any pathfinder 2e, it stops with 1e


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Since I am also not "advancing" to PF2E, that's quite fine with me.


chopswil wrote:

i do the databases that kyle uses

i've completed Return of the Runelords and i've done the 1st Tyrant's Grasp AP

i'll publish this soon, it's up to kyle to import this data.

I'm also working on Rappan Athuk and plan to do a bunch of other frog god products too

That's awesome to hear!

I must admit, I was a little worried that the last few books of first edition wouldn't get added in.


Does anyone have a workaround for the import problem in the Android version? I have Combat Manager installed on my Tab S3 after my laptop bit the big one, and several months ago I had no problem importing cmpt files. Now, however, I can't browse for files outside the immediate Combat Manager directory, and I can't move the cmpt files into that directory. So, I have no way to open my files.

Any suggestions would be much appreciated!


1 person marked this as a favorite.
Seems wrote:

Does anyone have a workaround for the import problem in the Android version? I have Combat Manager installed on my Tab S3 after my laptop bit the big one, and several months ago I had no problem importing cmpt files. Now, however, I can't browse for files outside the immediate Combat Manager directory, and I can't move the cmpt files into that directory. So, I have no way to open my files.

Any suggestions would be much appreciated!

Kyle is working on some Android issues I have added this to his list


1 person marked this as a favorite.
Snapshot wrote:
Seems wrote:

Does anyone have a workaround for the import problem in the Android version? I have Combat Manager installed on my Tab S3 after my laptop bit the big one, and several months ago I had no problem importing cmpt files. Now, however, I can't browse for files outside the immediate Combat Manager directory, and I can't move the cmpt files into that directory. So, I have no way to open my files.

Any suggestions would be much appreciated!

Kyle is working on some Android issues I have added this to his list

Excellent - thanks for the great work!

2,401 to 2,450 of 2,466 << first < prev | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Combat Manager application All Messageboards

Want to post a reply? Sign in.